diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index d6c2a1eb..9acb3e07 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -135,6 +135,15 @@ int main(int, char**) glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SwapWindow(window); } diff --git a/imgui.cpp b/imgui.cpp index 1ae0d051..80c8baad 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3247,7 +3247,7 @@ void ImGui::NewFrame() { if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) { - IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()?"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?");